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You’d be very surprised how much of the industry hasn’t discovered this. There’s lots of stats that can be used to reliably detect cheating.

* New account

* K/D ratio that’s multiple times better than the best players in the game

* Using incredibly off-meta “cheater builds”

* Consistent record breaking total kill count

* Inhumanly low TTK and headshot ratio

* Speed hacks that allow you to move around the map much faster than you should be

* Time to lock on/switch between targets

All of those are incredibly easy to statistically analyze. I play a fair amount of Warzone, and I often run in to cheaters that would fail a very basic “definitely cheating” stats check. You can even get a rather reliable indication of whether there’s an obvious cheater in the lobby by how quickly the surviving player count goes down.

A 3rd party implemented an app that looks up the stats of every player in your lobby, that players were using to detect the more obvious cheaters. There’s no non-cheating explanation for a double-digit K/D player getting 50+ kills for the past few matches in this game, but you’ll find players like that in your games routinely. The developer response was to declare the app against ToS and modify the public end points that provided those stats, breaking the app.

That’s one of the biggest games in the world, they’re clearly not utilizing even simple statistical methodology, and they don’t want users doing it themselves to decide what lobbies to back out of.



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